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ImGuiListClipper new version, detect height automatically, fix compatibility with SetScrollPosHere (#662)
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parent
fa5ae60bce
commit
7a28f5bb81
155
imgui.cpp
155
imgui.cpp
@ -1607,6 +1607,88 @@ float ImGuiSimpleColumns::CalcExtraSpace(float avail_w)
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return ImMax(0.0f, avail_w - Width);
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}
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//-----------------------------------------------------------------------------
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// ImGuiListClipper
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//-----------------------------------------------------------------------------
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static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
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{
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// Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
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// If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
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ImGui::SetCursorPosY(pos_y);
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;
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window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y);
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}
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// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
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// Use case B: Begin() called from constructor with items_height>0
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// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
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void ImGuiListClipper::Begin(int count, float items_height)
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{
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StartPosY = ImGui::GetCursorPosY();
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ItemsHeight = items_height;
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ItemsCount = count;
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StepNo = 0;
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DisplayEnd = DisplayStart = -1;
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if (ItemsHeight > 0.0f)
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{
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ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
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if (DisplayStart > 0)
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SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
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StepNo = 2;
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}
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}
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void ImGuiListClipper::End()
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{
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if (ItemsCount < 0)
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return;
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float cur_y = ImGui::GetCursorPosY(); (void)cur_y;
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float expected_display_end_y = StartPosY + DisplayEnd * ItemsHeight;
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IM_ASSERT(fabsf(cur_y - expected_display_end_y) < 1.0f); // if this triggers, it probably means your items have varying height (in which case you can't use this helper) or the explicit height you have passed was incorrect.
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if (ItemsCount < INT_MAX)
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SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
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ItemsCount = -1;
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StepNo = 3;
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}
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bool ImGuiListClipper::Step()
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{
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if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
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{
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ItemsCount = -1;
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return false;
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}
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if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
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{
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DisplayStart = 0;
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DisplayEnd = 1;
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StartPosY = ImGui::GetCursorPosY();
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StepNo = 1;
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return true;
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}
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if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
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{
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if (ItemsCount == 1) { ItemsCount = -1; return false; }
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float items_height = ImGui::GetCursorPosY() - StartPosY;
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IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
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ImGui::SetCursorPosY(StartPosY); // Rewind cursor so we can Begin() again, this time with a known height.
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Begin(ItemsCount, items_height);
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StepNo = 3;
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return true;
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}
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if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
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{
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IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
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StepNo = 3;
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return true;
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}
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if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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End();
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return false;
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}
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//-----------------------------------------------------------------------------
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// ImGuiWindow
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//-----------------------------------------------------------------------------
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@ -2878,18 +2960,8 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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}
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// Helper to calculate coarse clipping of large list of evenly sized items.
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// NB: Prefer using the ImGuiListClipper higher-level helper if you can!
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// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
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// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
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// If you are displaying thousands of items and you have a random access to the list, you can perform clipping yourself to save on CPU.
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// {
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// float item_height = ImGui::GetTextLineHeightWithSpacing();
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// int display_start, display_end;
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// ImGui::CalcListClipping(count, item_height, &display_start, &display_end); // calculate how many to clip/display
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// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * item_height); // advance cursor
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// for (int i = display_start; i < display_end; i++) // display only visible items
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// // TODO: display visible item
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// ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (count - display_end) * item_height); // advance cursor
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// }
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void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
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{
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ImGuiContext& g = *GImGui;
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@ -2901,6 +2973,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
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*out_items_display_end = items_count;
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return;
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}
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if (window->SkipItems)
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{
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*out_items_display_start = *out_items_display_end = 0;
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return;
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}
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const ImVec2 pos = window->DC.CursorPos;
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int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
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@ -8492,22 +8569,22 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
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// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
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bool value_changed = false;
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ImGuiListClipper clipper(items_count, ImGui::GetTextLineHeightWithSpacing());
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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const bool item_selected = (i == *current_item);
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const char* item_text;
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if (!items_getter(data, i, &item_text))
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item_text = "*Unknown item*";
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ImGui::PushID(i);
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if (ImGui::Selectable(item_text, item_selected))
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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{
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*current_item = i;
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value_changed = true;
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const bool item_selected = (i == *current_item);
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const char* item_text;
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if (!items_getter(data, i, &item_text))
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item_text = "*Unknown item*";
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ImGui::PushID(i);
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if (ImGui::Selectable(item_text, item_selected))
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{
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*current_item = i;
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value_changed = true;
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}
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ImGui::PopID();
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}
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ImGui::PopID();
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}
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clipper.End();
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ImGui::ListBoxFooter();
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return value_changed;
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}
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@ -9520,22 +9597,22 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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if (!pcmd_node_open)
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continue;
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ImGuiListClipper clipper(pcmd->ElemCount/3, ImGui::GetTextLineHeight()*3 + ImGui::GetStyle().ItemSpacing.y); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
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{
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char buf[300], *buf_p = buf;
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ImVec2 triangles_pos[3];
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for (int n = 0; n < 3; n++, vtx_i++)
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ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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while (clipper.Step())
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for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
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{
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ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
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triangles_pos[n] = v.pos;
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buf_p += sprintf(buf_p, "%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
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char buf[300], *buf_p = buf;
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ImVec2 triangles_pos[3];
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for (int n = 0; n < 3; n++, vtx_i++)
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{
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ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
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triangles_pos[n] = v.pos;
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buf_p += sprintf(buf_p, "%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
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}
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ImGui::Selectable(buf, false);
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if (ImGui::IsItemHovered())
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overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle
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}
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ImGui::Selectable(buf, false);
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if (ImGui::IsItemHovered())
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overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle
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}
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clipper.End();
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ImGui::TreePop();
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}
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overlay_draw_list->PopClipRect();
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44
imgui.h
44
imgui.h
@ -1049,36 +1049,32 @@ struct ImColor
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};
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// Helper: Manually clip large list of items.
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// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
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// If you are displaying thousands of evenly spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
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// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
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// Usage:
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// ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
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// ImGui::Text("line number %d", i);
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// clipper.End();
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// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
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// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// ImGui::Text("line number %d", i);
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// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
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// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
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// - Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
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// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
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struct ImGuiListClipper
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{
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float StartPosY;
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float ItemsHeight;
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int ItemsCount, DisplayStart, DisplayEnd;
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int ItemsCount, StepNo, DisplayStart, DisplayEnd;
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ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
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ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
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~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
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// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
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// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
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// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
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ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
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~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
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void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
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{
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IM_ASSERT(ItemsCount == -1);
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ItemsCount = count;
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ItemsHeight = height;
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ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
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}
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void End()
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{
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IM_ASSERT(ItemsCount >= 0);
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
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ItemsCount = -1;
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}
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IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
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IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
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IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
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};
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//-----------------------------------------------------------------------------
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@ -2014,24 +2014,33 @@ struct ExampleAppConsole
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ImGui::PopStyleVar();
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ImGui::Separator();
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// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
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// NB- if you have thousands of entries this approach may be too inefficient. You can seek and display only the lines that are visible - CalcListClipping() is a helper to compute this information.
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// If your items are of variable size you may want to implement code similar to what CalcListClipping() does. Or split your data into fixed height items to allow random-seeking into your list.
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ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
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if (ImGui::BeginPopupContextWindow())
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{
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if (ImGui::Selectable("Clear")) ClearLog();
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ImGui::EndPopup();
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}
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// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
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// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.
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// You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
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// To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
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// ImGuiListClipper clipper(Items.Size);
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// while (clipper.Step())
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// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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// However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.
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// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,
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// and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!
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// If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
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for (int i = 0; i < Items.Size; i++)
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{
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const char* item = Items[i];
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if (!filter.PassFilter(item))
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continue;
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ImVec4 col = ImColor(255,255,255); // A better implementation may store a type per-item. For the sample let's just parse the text.
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if (strstr(item, "[error]")) col = ImColor(255,100,100);
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else if (strncmp(item, "# ", 2) == 0) col = ImColor(255,200,150);
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ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text.
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if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
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else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
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ImGui::PushStyleColor(ImGuiCol_Text, col);
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ImGui::TextUnformatted(item);
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ImGui::PopStyleColor();
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@ -2441,10 +2450,10 @@ static void ShowExampleAppLongText(bool* p_open)
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{
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// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
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ImGuiListClipper clipper(lines, ImGui::GetTextLineHeightWithSpacing()); // Here we changed spacing is zero anyway so we could use GetTextLineHeight(), but _WithSpacing() is typically more correct
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
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clipper.End();
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ImGuiListClipper clipper(lines);
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while (clipper.Step())
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
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ImGui::PopStyleVar();
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break;
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}
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@ -2452,7 +2461,7 @@ static void ShowExampleAppLongText(bool* p_open)
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// Multiple calls to Text(), not clipped (slow)
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
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for (int i = 0; i < lines; i++)
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ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
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ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
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ImGui::PopStyleVar();
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break;
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}
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